Author Topic: The Brikverse  (Read 39834 times)

Zireael

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Re: The Brikverse
« Reply #15 on: August 06, 2016, 09:38:58 AM »
Nice! Where's the roguelike-y stuff in this, though?

Tzan

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Re: The Brikverse
« Reply #16 on: August 06, 2016, 04:19:02 PM »
You want some rougelike-y stuff?  OK

-Random world generation, default or player selected seed number, share seeds to play in identical world
-Turn based moves, movement que
-One primary character, with followers, if you follow the intent of the game, followers are mandatory, but you can just explore meet new people and kill them
-move on a grid
-traditional inventory system

If I make the version I'm planning on:
Death in combat is a respawn, with some time passing.
You can die from old age, which is permadeath, thats why time is important.
Although I will have a combat = permadeath option which will be noted with the final score.
I expect the game to be long so forced permadeath might be a bad idea.

Your goal is to conquer the universe, which will probably take many thousands of game years, so life extension tech is important.
What you spend your time on is important.

What I'm doing could also be called a tactics style game, I suppose.
XCOM is certainly tactics but not roguelike.
I like Divinity Original Sin for its combat and terrain effects
Mine might be a cross between pure RL and Tactics.

Later in the game you will move army units around at like a Civilization scale.
You always have a personal unit, man, tank, spaceship.

So its not pure RL, I could certainly do one that is and maybe thats a first step on the way to doing a full universe.
Maybe the title should be "No Man's RL"   :)


I wrote this last month, it could probably use some images to help explain.
I present this in the grand tradition of overreaching with a game design.  :)
http://www.Brikverse.com/documents/TheBrikverse_Explained.pdf

Some concept art:
The gray cubes are just placeholders.
Its not randomly generated, its hand drawn for now.

Universe map on the Beige Carpet
Each cube is one galaxy, about 100 shown



A poorly drawn Spiral Bar galaxy
Each cube is one solar system

« Last Edit: March 19, 2017, 07:30:46 PM by Tzan »

Zireael

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Re: The Brikverse
« Reply #17 on: August 06, 2016, 05:08:54 PM »
Wow, that's some cool ideas! (I love the passage of time thing!)

Is combat in or is it world generation/exploration for now?

Tzan

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Re: The Brikverse
« Reply #18 on: August 06, 2016, 06:20:42 PM »
Even though I've been working on it for a long time, it was just sporadic between real work.
Right now its just a world editor not generator.
There is no character movement yet.
Its easy to add but then I would just need to delete it when I made the real system, so not yet.

A few months ago I did the Entity/Component/Message system.
This week I ripped out the old terrain type system to make it driven by text files like the ECM.

Soon I'll be ripping out the old Landscape element system (trees) and replacing it with the text file system.
So you can define a tree to use certain 3d models, colors, position offsets, rotations all from a text file.
Want a pink tree? Just add a new text file to the folder and change the color numbers.
Players can do it too.
You can add tags to the file definitions so they can be used in appropriate biomes.
Also Biome files.

Over the years I probably redid the actual terrain mesh system 3 times.
Not total redos but major modifications.

Once I fix the landscape system, I'll work on world gen.
I've been doing so much invisible core things it will be nice to see stuff on the screen for a change.

Then maybe character gen, a character is composed of many parts, arms , legs so it will need to be set up in a text file like the landscape stuff.

Yeah I like the moving thru time thing too.

Tzan

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Re: The Brikverse
« Reply #19 on: August 07, 2016, 09:15:31 PM »
New terrain type system at work, change a few lines in a text file and get a meat planet.


Tzan

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Re: The Brikverse
« Reply #20 on: August 07, 2016, 09:51:31 PM »
I decided I had to make some official terrain styles for Skin and Meat.
Skin has pimples.
Now I need to make landscape parts to replace bushes and trees with short hair and 12 foot tall thick strands of hair.
The stream is now puss.   :D
You have to strip the skin off to make roads.


Tzan

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Re: The Brikverse
« Reply #21 on: August 30, 2016, 07:42:43 PM »
Its a golf course!

I finished making my Landscape styles (trees) load from a text file, just like Entities and Terrain styles.
I also put an automatic variation on the ground color.

« Last Edit: March 19, 2017, 07:32:56 PM by Tzan »

Tzan

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Re: The Brikverse
« Reply #22 on: September 17, 2016, 05:48:46 PM »
After making the golf course terrain, I got bit carried away and made some bullshit golf ball physics.
Looks good so far, almost done with that.
I've included a Driver, 5 Iron, 9 Iron and Wedge. No putters yet.

Driver flight track:


This is at 1/3 scale.
I made everything work at full size, then scaled things down.
« Last Edit: March 19, 2017, 07:33:23 PM by Tzan »

Tzan

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Re: The Brikverse
« Reply #23 on: October 08, 2016, 03:51:20 PM »
So I spent about 110 hours in September making a GolfBallController.
It works great. Still have no idea if I want to really go off course and make a full golf game. It would be faster than making the game I want though.

Here is a mock up of a Planet Map. Hand made, not generated yet.
One 32x32 space Baseplate is the entire planet, at Level 3.
You can zoom in 2 levels from here.

The colors need to change. I was mostly working out how I want the height of the spaces to work for oceans, lowlands, hills, mountains.
There will be little Monopoly style houses to show where cities are.
Each space has 3x3 sub spaces, so I can run rivers and roads.

( the stuff in the upper left was for materials testing )

« Last Edit: March 19, 2017, 07:33:51 PM by Tzan »

Tzan

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Re: The Brikverse
« Reply #24 on: January 27, 2017, 04:41:53 AM »
The yellow boxes are solar systems.
I might put little boxes around them for the planets.
The Suns might be different colors.

« Last Edit: March 19, 2017, 07:34:16 PM by Tzan »

Tzan

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Re: The Brikverse
« Reply #25 on: February 02, 2017, 09:52:07 PM »
The very small boxes are unimportant stars.
I increased the color variation and elevation of the galaxy background from 3 to 5.
I made the space that the main stars are in, a bit yellowish.


« Last Edit: March 19, 2017, 07:34:32 PM by Tzan »

Zireael

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Re: The Brikverse
« Reply #26 on: February 03, 2017, 10:12:53 AM »
That galaxy is looking really spiffy!

Tzan

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Re: The Brikverse
« Reply #27 on: February 03, 2017, 05:27:36 PM »
Thanks
Its a Spiral Bar type B galaxy, which is what the Milkyway galaxy is.

Tzan

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Re: The Brikverse
« Reply #28 on: June 17, 2017, 11:20:16 PM »
I made some normal maps to make the edges more visible.



Universe Level 7 map showing 108 galaxies.
The small cubes are just decoration, very distant unimportant galaxies.
« Last Edit: June 17, 2017, 11:26:27 PM by Tzan »

Tzan

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Re: The Brikverse
« Reply #29 on: September 04, 2017, 03:03:05 PM »
New style for galaxies, a bit lighter.
I was going to wait and post this with an image of Level 5, but I've been swamped with work.